Animal hauling.

Started by Angelix, March 09, 2016, 05:35:00 AM

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Angelix

I complete haul training of my dogs. Removed area restriction. And still they not hauling items, just wandering. How to make them work?

muffins

They don't haul constantly, only occasionally.

Angelix

So no dedicated haulers? :-\

muffins

Animal haulers are the way to go if you have enough of them. They may only haul occasionally but they make up for that with numbers. I'm currently using pigs as my main haulers. They breed faster than dogs and can be turned into yummy bacon.

Grimandevil

though, not very realistic, that a bunch of pigs running around carrying stuff, it would rather suit monkeys, but the game considers em too small to carry anything.
welcome to the Rimworld - a world full of cannibal drug-addicted psychos, but free of vegetarians.

Shurp

#5
// I've noticed that if none of my colonists are set to haul, my animals don't either.  But as soon as a I give a colonist a priority '1' hauling command my husky starts zipping around picking stuff up.  So it feeds off of pawn orders somehow. //

[edit] ignore this, I was wrong, husky happily hauls even when colonists aren't set to haul
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

_alphaBeta_

Quote from: Shurp on March 09, 2016, 07:23:45 AM
I've noticed that if none of my colonists are set to haul, my animals don't either.  But as soon as a I give a colonist a priority '1' hauling command my husky starts zipping around picking stuff up.  So it feeds off of pawn orders somehow.

This is interesting. Do you have a working example of this by chance in a save game? I'm wondering if this is a bug that should be reported.

Angelix

I can't do this trick. Just don't working.

skullywag

#8
Hrmm i thought it was a 50 percent chance per hour once trained. I may have to check the code for this i didnt think it hooked into colonist work at all.

Edit - yep it has a chanceperhour constant of 0.50 set in the thinktree then checks if the training is done then hauls. Not linked to anything else that i can see.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Zokora

I have none of my pawns set with haul to 1. But my dogs and boars haul all the time st least some of them. But i have, in about, 10 animals trained for hauling and more boars in training ;-).

This matches skullywags check in the code

Shurp

Nope, nevermind, it was just a coincidence.  I cleared the haul command from all my haulers and my husky sat around for a bit and then got to hauling. 
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.